ATI SDK

ATI Product Information

Support for Alternate OS's

Hardware partners

Software partners

RenderMonkey

Drivers


 
 

Highlights


GPU MeshMapper (V1.0)

GPU PerfStudio (V1.2)

Samples: CrossFire Detect (update)

Samples: PostTonemapResolve

The Compressonator (version 1.41)

GPU Shader Analyzer (V1.42)

RenderMonkey™
(version 1.81) (New)


ATI Compress (version 1.6)

AMD Tootle 2.0 (New)

AMD OpenGL ES 2.0 Emulator (V1.1) (New)

HLSL2GLSL (V0.9)

AMD at GDC 2007

ATI SDK


 
 
ATI Developer - Source Code
 
Building and Running the OpenGL Samples

The OpenGL samples are glut applications, which means you should download the latest glut dll, lib, header etc for your platform. Some of the samples use a set of re-usable modules developed for the SDK for loading textures, loading 3D objects from COB files, reporting errors etc. If you download and install the full Rage128 SDK, the source will be placed in a directory structure (inside /SampleCode/OpenGL/) as follows:

include - .h files for common modules (you'll need to get a gl.h from opengl.org)
src - .cpp files for common modules
lib - .lib files for OpenGL, GLU and GLUT
Rage128StencilCap - MSVC5 .dsw, CodeWarrior3 and .cpp files for stencil capping example
Rage128StencilCap/Debug/ - .exe and .SYM for stencil capping example
Rage128AlphaTest - MSVC5 .dsw, CodeWarrior3 and .cpp files for alpha test example
Rage128AlphaTest/Debug/ - .exe, .SYM and .tga files for alpha test example
...and so on for the other samples...


The sample applications build for both Win32 and MacOS. When building an application for Win32, be sure that WIN32 is defined. For MacOS, be sure to define MAC_OS or include the MacOpenGL.h header file.

On Win32, you'll need to link your applications with opengl32.lib, glu32.lib and glut32.lib.

MacOS libs and headers are located in the GLHeaders & Libs folder. CodeWarrior3 projects, .SYM files and MacOS executables are provided for some of the samples as well.

Consult the relevant OpenGL extension specs (see the 3D Programming page) for necessary function prototypes and defined contants.
Downloading and Building Individual Samples
In addition to downloading the entire SDK, a user may also select to only download individual samples. The individual samples are packed in platform specific archive files, and they only contain the files unique to the sample. The common source and header files are contained in their own archive. Mac and PC versions of the common source are provided, but their contents are identical. To download the necessary files to build one of the demos, just follow these steps:
  • Select the demo you wish and go to its html page.
  • Choose the platform you wish to build it on, and go to that heading on the page.
  • Download all the files list under the heading.
  • Extract the files to replicate the directory structure described above.
  • Continue as if you had installed the entire SDK.

Remeber, individual build environments vary, so you may need to change the include paths to match your environment.
Obtaining Drivers
Win32
In order to provide developers with information on how to utilize emerging capabilities, several of the demos in the OpenGL section of the SDK require drivers that are not yet been released as supported drivers.

MacOS
A public beta of the OpenGL libraries is available from Apple presently. In addition, an updated version of the same drivers is available to Apple's registered developers.

Have fun and let us know if you have any problems!
 
 
 


 



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